/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 *****************************************************************************/

#ifndef Spine_SkeletonBounds_h
#define Spine_SkeletonBounds_h

#include <spine/SpineObject.h>
#include <spine/Vector.h>

namespace spine {
class Skeleton;
class BoundingBoxAttachment;
class Polygon;

/// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon.
/// The polygon vertices are provided along with convenience methods for doing hit detection.
class SP_API SkeletonBounds : public SpineObject {
public:
    SkeletonBounds();

    /// Clears any previous polygons, finds all visible bounding box attachments,
    /// and computes the world vertices for each bounding box's polygon.
    /// @param skeleton The skeleton.
    /// @param updateAabb
    /// If true, the axis aligned bounding box containing all the polygons is computed.
    /// If false, the SkeletonBounds AABB methods will always return true.
    ///
    void update(Skeleton& skeleton, bool updateAabb);

    /// Returns true if the axis aligned bounding box contains the point.
    bool aabbcontainsPoint(float x, float y);

    /// Returns true if the axis aligned bounding box intersects the line segment.
    bool aabbintersectsSegment(float x1, float y1, float x2, float y2);

    /// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
    bool aabbIntersectsSkeleton(SkeletonBounds bounds);

    /// Returns true if the polygon contains the point.
    bool containsPoint(Polygon* polygon, float x, float y);

    /// Returns the first bounding box attachment that contains the point, or NULL. When doing many checks, it is usually more
    /// efficient to only call this method if {@link #aabbcontainsPoint(float, float)} returns true.
    BoundingBoxAttachment* containsPoint(float x, float y);

    /// Returns the first bounding box attachment that contains the line segment, or NULL. When doing many checks, it is usually
    /// more efficient to only call this method if {@link #aabbintersectsSegment(float, float, float, float)} returns true.
    BoundingBoxAttachment* intersectsSegment(float x1, float y1, float x2, float y2);

    /// Returns true if the polygon contains the line segment.
    bool intersectsSegment(Polygon* polygon, float x1, float y1, float x2, float y2);

    Polygon* getPolygon(BoundingBoxAttachment* attachment);

    float getWidth();
    float getHeight();

private:
    Vector<Polygon*> _polygonPool;
    Vector<BoundingBoxAttachment*> _boundingBoxes;
    Vector<Polygon*> _polygons;
    float _minX, _minY, _maxX, _maxY;

    void aabbCompute();
};

class Polygon : public SpineObject {
public:
    Vector<float> _vertices;
    int _count;

    Polygon() : _count(0) {
        _vertices.ensureCapacity(16);
    }
};
} // namespace spine

#endif /* Spine_SkeletonBounds_h */
